Full Story: “Cartel” is a high-tech, action packed, Hollywood style first person shooter that will become the defining game in the Special Operations and Tactical Warfare genre on the Xbox or PS3 console system. As the player, you take on the role of the most elite member of the International DEA Special Operations Unit. In an effort to stabilize the losing war on drugs, you are engaged in a 6-month assignment, code named “Silent Veil “, to take down and eliminate the perilous Calistano Drug Cartel. You will be trained in the latest unconventional warfare tactics, state of the art weaponry, and the most sophisticated instrumentation of the twenty-first century. From the intense four-man close quarter combat throughout the slums of southeast Florida, in search of squealing informants, to the deployment of a full Special Forces platoon in the sweltering jungles of Columbia. “Cartel” will bring a variety of heart-pounding, adrenaline-pumping missions to each chapter of the unfolding drug war campaign. Game Concept “Cartel” will feature four phases, comprising of multiple missions, in a storyline campaign. Each phase will concentrate on unique tactics, equipment, weaponry and environments. There will be a training stage (level) before each phase takes place. The premise behind the phases is to keep the player interested and engaged with a variety of exciting gameplay from beginning to end. Example Phases: Phase One: Tactics- Close Quarter Battle (or CQB) and Urban Assault. Small Team (4 or less). Weapons- Handguns, sub compacts (MP5), flashbang grenades, smoke grenades, etc. Equipment- Door breach, remote cameras, mirrors, etc. Environments- Projects and slums of Southeast Florida. Gameplay- The player will be going after the bottom of the barrel; informants, street dealers, crooked cops, etc. Phase Two: Tactics- Surveillance, Reconnaissance, Stealthy Infiltration. Solo missions up to 8-man team. Weapons- Knives, piano wire, handguns w/silencers, sniper rifles, nerve gas, stun guns, tazers, tranquilizers, etc. Equipment- Night vision goggles, motion sensors, grappling hook, communication devices, etc. Environments- Mansions, secret hideouts, marina w/yacht, etc. Gameplay- The player will be working his way up the chain of command and cracking down on the local ringleaders, corrupted politicians, and financial backers of the cartel. Phase Three: Tactics- Heavy combat, demolition and ambush. Large platoon (8-16) Weapons- M16, M60, M249 SAW, Mini gun, rocket launcher, flame thrower, grenades, shape charges, trip wire mines, etc. Equipment- Thermal vision or Infrared, laser targeting for air support, flares for night missions, etc. Environments- Jungle, narcotic factories, airfield, etc. Gameplay- Eradicate the heart of the operation; destroy narcotics processing plants, neutralize smugglers’ airfields and wage an all out war on drugs in the heart of the Puerto Rican jungle. Phase Four: Tactics- Utilize all the skills and tactics learned from phase 1-3. Weapons- A little of everything!! Equipment- A tasty selection of the equipment used in the early phases. Environment- South American City and outskirts Gameplay- Combine all the tactics, weapons, and high-tech gadgetry from all the previous missions to finish off the cartel and hunt down Pablo Castano himself, while doing away with a slew of his closest henchmen. Key Features • Tactical Squad Based Shooter with 3 modes of play: Single player, 2 player split screen co-op (four player co-op using System Link) and Multiplayer levels with up to 8 players via System Link or Online internet play. Multiplayer will provide extended gameplay and expand the life of the game. • Designed especially for a console system. Interface and game controls will be tailored to hand held controllers. • “Cartel” will focus a great deal on character development to give the game a Hollywood Action Movie flavor. Characters will have personality, attitude, and emotions coupled with unique looks and abilities. • Advanced enemy AI: Enemy interaction- Converse, alert, cover and distract each other. Unique characteristics- i.e. foreign dialect, sleepy guard nodding off, boisterous cigar smoking leader, cowering overrun guard, etc. React to sound and will investigate. Enemy vision and hearing will vary with environmental surroundings. Advanced pursuit logic- Follow, flank, retreat, cut off, and fake out maneuvers. Capable of multiple sequence of events- i.e. Alert fellow guard of your presence, shoot at you, retreat up stairs, go through door, close door, wait behind door, ambush you upon entry. • Physically modeled joint linkages- Weapons will have unique forces upon impact on characters, and the game will use physics to collide the body with the environment. i.e A point-blank shotgun blast to the chest would send the body flying backwards with great force and slam against a wall, then drop to floor. If an enemy were standing next to a railing he would propel backwards, hit the railing with his legs and flip over it head first. No two shots would ever be the same. • Motion captured animations. • Self-sufficient AI squad members with basic on the fly commands; Assault, Guard, Cover and Regroup, with offensive or defensive mode (aggressive or stealthy). • Dolby Digital and Dolby Surround audio for enhanced 3D sound. The sense of "hearing" will play an essential roll in creating the mood and realism of the game. • Ease of play- Unlike many of the counterpart PC Special Operations style games and console ports, which are inundated with convoluted menus, set ups and complex command features (which can even overwhelm the average PC user), “Cartel” will focus the player on his/her character and keep the action in the game at all times. • Large variety of upgradeable weapons and gadgetry that will boast stunning special effects and over the top firepower...there will be no skimping or holding back in this department. • U.S. Navy SEAL consultant: Expert advice on tactics, gear, missions and overall detail for added realism and effect. • Advanced internally developed engine: Full skeletal animation with fluid blending Scripted and dynamically adaptive Artificial Intelligence Dynamic shadows, light maps and environmental reflections Complete vehicle rigid body physics and suspension simulation Utilization of hardware shaders Full Multiplayer support Completely customizable particle system Highly efficient pipeline from art development tools to game environment Our engine has been under development for over 5 years and is proven with more than 8 titles shipped in the last two years. The engine has successfully passed the test of time, not only in the variety of titles that it has been used on, but also in the fact that another 6 titles will be released this year that will leverage it.
enkele screens: Deze ziet er lekker uit. Maar deze zal ook wel maar voor laat 2003 zijn of nog later want hij komt ook uit op ps3!!
klinkt opzich wel goed, maar d'r staat dat ie voor de xbox en/of PS3 iz, dat wil zeggen dat 't wel 'n tijdje kan gaan duren...
met een tegen die tijd 7 jaar oud engine games ontwikkelen op de PS3 en welke games zijn met die engine ontwikkelt? amsterdoom
Hoe kun je nou een game maken voor een console waar nog helemaal geen devkit voor te krijgen is. Laat staan een specificatie. Lekker wazig dus.